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[done]Question to EE animation format wbm and adding "Movie width/height" via tp2


jastey

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I want to use the "Portal_Closing" animation bd4400pc.wbm in area bd4300.are. I insert the animation via:

COPY_EXISTING bd4300.are override
  LPF fj_are_structure
    INT_VAR
    fj_loc_x       = 370
    fj_loc_y       = 290
    fj_flags       = 0b00000000000000000011000101000000
    //not covered by wall, draw as background, shown in combat, EE: use wbm
    STR_VAR
    fj_structure_type = animation
    fj_name           = Portal_Closing
    fj_bam_resref     = bd4400pc
  END
BUT_ONLY

The only difference is that in bd4400.are where it is used originally, it also has "Movie width" and Movie height" entries. But even if I edit those by hand into the are file after installing, I do not get the animation to show. I also tried setting the flag "Is Shown(0)".

When I look at the are file with NI, the animation entry looks the same as in bd4400.are.

In the game, the animation would be activated by AmbientActivate("Portal_Closing",TRUE) via cutscene, but it doesn't show.

Any hints appreciated.

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You can return the animation structure offset via "RET fj_return_offset". Afterwards use it to set width and height.

COPY_EXISTING bd4300.are override
  LPF fj_are_structure
    INT_VAR
    fj_loc_x       = 370
    fj_loc_y       = 290
    fj_flags       = BIT6 | BIT8 | BIT12 | BIT13
    //not covered by wall, draw as background, shown in combat, EE: use wbm
    STR_VAR
    fj_structure_type = animation
    fj_name           = Portal_Closing
    fj_bam_resref     = bd4400pc
    RET
    fj_return_offset
  END
  WRITE_SHORT fj_return_offset + 0x48 width
  WRITE_SHORT fj_return_offset + 0x4a height
BUT_ONLY

 

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Cool! Thank you, that worked.

Spoiler

COPY_EXISTING bd4300.are override
  LPF fj_are_structure
    INT_VAR
    fj_loc_x       = 370
    fj_loc_y       = 290
    fj_flags       = BIT6 | BIT8 | BIT12 | BIT13
    //not covered by wall, draw as background, shown in combat, EE: use wbm
    STR_VAR
    fj_structure_type = animation
    fj_name           = Portal_Closing
    fj_bam_resref     = bd4400pc
    RET
    fj_return_offset
  END
  WRITE_SHORT fj_return_offset + 0x48 512 //width
  WRITE_SHORT fj_return_offset + 0x4a 256 //height
BUT_ONLY

 

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I put my wbm with DLTCEP in the area, trying this code too and I have no animation :( (in BG2EE or PSTEE).

Wbm converted by ffmpeg - works in the game for example as an intro between locations.

Can someone help.

E: Wbm not working only in PSTEE ;(.

So, what's the deal with pvrz as an animation?

Edited by szef
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On 2/1/2024 at 11:49 PM, szef said:

E: Wbm not working only in PSTEE ;(.

So, what's the deal with pvrz as an animation?

PSTEE doesn't provide all the features of the BGEE engine. WBM support may be one of them.

I haven't seen any instances of background animations using PVRZ in the games yet. But I can imagine that it might be useful if you need a static image as background animation.

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